d3dx9: Merge d3dx8 mesh into d3dx9.
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@ -3,7 +3,7 @@
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@ stub D3DXAssembleShaderFromFileW
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@ stub D3DXAssembleShaderFromResourceA
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@ stub D3DXAssembleShaderFromResourceW
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@ stdcall D3DXBoxBoundProbe(ptr ptr ptr ptr) d3dx8.D3DXBoxBoundProbe
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@ stdcall D3DXBoxBoundProbe(ptr ptr ptr ptr)
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@ stub D3DXCheckCubeTextureRequirements
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@ stub D3DXCheckTextureRequirements
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@ stdcall D3DXCheckVersion(long long)
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@ -291,7 +291,7 @@
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@ stub D3DXSHRotateZ
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@ stub D3DXSHScale
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@ stdcall D3DXSimplifyMesh(ptr ptr ptr ptr long long ptr) d3dx8.D3DXSimplifyMesh
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@ stdcall D3DXSphereBoundProbe(ptr long ptr ptr) d3dx8.D3DXSphereBoundProbe
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@ stdcall D3DXSphereBoundProbe(ptr long ptr ptr)
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@ stdcall D3DXSplitMesh(ptr ptr long long ptr ptr ptr ptr ptr) d3dx8.D3DXSplitMesh
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@ stdcall D3DXTessellateNPatches(ptr ptr long long ptr ptr) d3dx8.D3DXTessellateNPatches
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@ stub D3DXTessellateRectPatch
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@ -27,6 +27,79 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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/*************************************************************************
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* D3DXBoxBoundProbe
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*/
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm
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Amy Williams University of Utah
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Steve Barrus University of Utah
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R. Keith Morley University of Utah
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Peter Shirley University of Utah
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International Conference on Computer Graphics and Interactive Techniques archive
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ACM SIGGRAPH 2005 Courses
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Los Angeles, California
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This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
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Algorithm: Consider the box as the intersection of three slabs. Clip the ray
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against each slab, if there's anything left of the ray after we're
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done we've got an intersection of the ray with the box.
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*/
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{
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FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
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div = 1.0f / praydirection->x;
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if ( div >= 0.0f )
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{
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tmin = ( pmin->x - prayposition->x ) * div;
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tmax = ( pmax->x - prayposition->x ) * div;
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}
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else
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{
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tmin = ( pmax->x - prayposition->x ) * div;
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tmax = ( pmin->x - prayposition->x ) * div;
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}
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if ( tmax < 0.0f ) return FALSE;
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div = 1.0f / praydirection->y;
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if ( div >= 0.0f )
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{
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tymin = ( pmin->y - prayposition->y ) * div;
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tymax = ( pmax->y - prayposition->y ) * div;
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}
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else
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{
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tymin = ( pmax->y - prayposition->y ) * div;
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tymax = ( pmin->y - prayposition->y ) * div;
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}
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if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
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if ( tymin > tmin ) tmin = tymin;
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if ( tymax < tmax ) tmax = tymax;
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div = 1.0f / praydirection->z;
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if ( div >= 0.0f )
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{
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tzmin = ( pmin->z - prayposition->z ) * div;
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tzmax = ( pmax->z - prayposition->z ) * div;
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}
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else
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{
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tzmin = ( pmax->z - prayposition->z ) * div;
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tzmax = ( pmin->z - prayposition->z ) * div;
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}
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if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
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return TRUE;
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}
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/*************************************************************************
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* D3DXComputeBoundingBox
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*/
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@ -131,7 +204,7 @@ UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
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}
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/*************************************************************************
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* D3DXGetFVFVertexSize
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* D3DXGetDeclVertexSize
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*/
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UINT WINAPI D3DXGetDeclVertexSize(const D3DVERTEXELEMENT9 *decl, DWORD stream_idx)
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{
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@ -223,3 +296,21 @@ BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST
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return FALSE;
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}
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/*************************************************************************
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* D3DXSphereBoundProbe
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*/
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BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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{
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D3DXVECTOR3 difference;
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FLOAT a, b, c, d;
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a = D3DXVec3LengthSq(praydirection);
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if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE;
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b = D3DXVec3Dot(&difference, praydirection);
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c = D3DXVec3LengthSq(&difference) - radius * radius;
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d = b * b - a * c;
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if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
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return TRUE;
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}
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